There's a lot of talk around the SWI cooler about incentivizing gaming fun through the economic system. Great idea!
(It'd be awesome if RL economists were thinking like that, btw.)
There are a lot of unforseen problems, because it's almost impossible to project some factor for the desirability of a particular in-game tool/toy.
That, and they rarely do the math.
Damion Schubert has an excellent and straightforward example of what NOT to do to your players. (In language for all us non-economists.)
best when viewed in low light
11.12.2007
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